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CS/CS:CZ "cs_Siege" Rescue Zone Fix and EAX Effects Remover
http://forums.absurdminds.net/viewtopic.php?f=58&t=1715
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Author:  Rich Nagel [ 03 Feb 2013 01:34 ]
Post subject:  CS/CS:CZ "cs_Siege" Rescue Zone Fix and EAX Effects Remover

For anyone interested...

Directly from the included readme:
Quote:
This edited version of Counter-Strike's "Canyon Siege" map ("cs_Siege.bsp") fixes a problem with the hostage rescue zone when playing with AI bots in the game in Counter-Strike: Condition Zero.

Many times a counter-terrorist AI bot will lead the hostages to the rescue zone (located at the entrance of the tunnel), and stand directly in the middle of the rescue zone (blocking the hostages path to the rescue zone). The hostages will not walk into the rescue zone (saying things such as "We're so close!"), resulting in the round finally ending in a win for the terrorists (if there are any terrorits alive when the round ends).

Optionally, a second edited version of the map is also included that removes the DSP sound EAX reverb effects from the map (along with the hostage rescue zone fix mentioned above). Note that this version works for both Counter-Strike, as well as Counter-Strike: Condition Zero.

The following model-based map entity has been changed from:

{
"model" "*76"
"classname" "func_hostage_rescue"
}

...to the point-based map entity:

{
"origin" "978 704 1"
"classname" "info_hostage_rescue"
}

...in both versions of the map that fixes the hostage rescue zone problem.

Lastly, the following map entities have also been removed:

"classname" "env_sound"

...which were configured for the following reverb effects room types:

"roomtype" "0" = Off (Disable All Filters)
"roomtype" "3" = Metal Medium
"roomtype" "17" = Concrete Small
"roomtype" "18" = Concrete Medium
"roomtype" "19" = Concrete Large
"roomtype" "22" = Big 3
"roomtype" "24" = Cavern Medium

...in the version of the map that removes the DSP sound EAX reverb effects from the map (along with the hostage rescue zone fix mentioned above).
Readme (also included in the ZIP) -> http://jasonwilliams400com.startlogic.c ... emover.txt

The ZIP -> http://jasonwilliams400com.startlogic.c ... emover.zip

Author:  Amaroq [ 03 Feb 2013 12:05 ]
Post subject:  Re: CS/CS:CZ "cs_Siege" DSP Sound EAX Reverb Effects Remover

The only reason I hate siege is the CTs had to run for like three hours just to get to the building. If they compressed the map a bit, it would have been great. But yes, room types were kind of neat, but ended up just being really annoying in most maps. It would never switch back to room_type 0 on the next map.

Author:  Rich Nagel [ 03 Feb 2013 15:23 ]
Post subject:  Re: CS/CS:CZ "cs_Siege" DSP Sound EAX Reverb Effects Remover

Quote:
It would never switch back to room_type 0 on the next map.
A lot of the time it doesn't switch back after dieing and respawning either, quite annoying.

Author:  Rich Nagel [ 23 Apr 2013 18:22 ]
Post subject:  Re: CS/CS:CZ "cs_Siege" Rescue Zone Fix and EAX Effects Remo

P.S. New version linked above (added a fix for the hostage rescue zone as detailed in the edited version of my first post in this message thread).

Author:  Rich Nagel [ 23 Apr 2013 18:44 ]
Post subject:  Re: CS/CS:CZ "cs_Siege" Rescue Zone Fix and EAX Effects Remo

P.P.S. Screenshot of the original CS:CZ CT bot hostage rescue zone problem (although not related to regular CS16):

http://steamcommunity.com/sharedfiles/f ... =128011808

Author:  Amaroq [ 23 Apr 2013 19:17 ]
Post subject:  Re: CS/CS:CZ "cs_Siege" Rescue Zone Fix and EAX Effects Remo

Lol I never ran into that problem. Of course I only played seige about three times and don't think I ever managed to rescue the hosties...

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